Video game integration of cryptographically secured digital assets

ABSTRACT

A method of integrating a cryptographically secured digital asset into a digital video game application includes receiving a digital asset identification (ID) code representative of cryptographically secure digital asset. The digital asset ID code exists together with a unique owner ID code on a distributed blockchain ledger, and includes a code string segmented into a series of code subsets. A first plurality of the code subsets includes data indicative of a plurality of attributes of the digital asset. The digital asset ID code is provided to a virtual object generator, which returns a virtual object constructed from the first plurality of the code subsets of the unique owner ID code, and where the virtual object further including a plurality of object attributes. At least one of the character attributes is then modified according to at least one of the object attributes.

CROSS REFERENCE TO RELATED APPLICATIONS

The present application is a continuation-in-part of U.S. applicationSer. No. 16/423,671, which is expected to issue as U.S. Pat. No.10,505,726 on 10 Dec. 2019, and which claims the benefit of priority toU.S. Provisional Patent No. 62/776,699, filed on 7 Dec. 2018. Bothreferences are hereby incorporated by reference in their entirety.

TECHNICAL FIELD

The present disclosure relates generally to a computerized system andmethod for authenticating physical retail product and digital designfiles, and a system and method for promoting brand engagement. Eachgenerally operates in a similar manner by creating and distributingcryptographically secured digital assets representative of that productor brand. Additionally, aspects of this disclosure relate to thecreation and distribution of cryptographically secured digital footwearand apparel, as well as decentralized computing systems and blockchaincontrol logic for providing the same.

BACKGROUND

Manufacturers of high-quality footwear have long been plagued by thesale of counterfeit footwear, namely imitation goods that are made withthe intent to deceive buyers into believing that they are purchasing thetrue manufacturer's authentic goods. Similar issues exist within thedigital realm, where digital products are often subject to unauthorizedsale and reproduction. This unauthorized/counterfeit production and/ordigital reproduction can erode a brand's value and/or exclusivity, cannegatively affect a company's profitability, and may compromise a user'ssubjective perception of the product as “collectable.”

Market participants and brand enthusiasts in a free market typicallyassign a higher value to an object if there is limited supply and/or ifthere is excess demand for that object. While these realities areobvious in the physical real world (particularly to an avid collector),similar market realities also exist within a digital realm.

Within the physical world, many anti-counterfeiting techniques have beendeveloped to help identify counterfeit goods and to prevent illicitsales. Unfortunately, within the digital realm, supply is oftenunconstrained—if not by the original developer, then by a subsequentparty who may freely (or illicitly) duplicate the digital object in itsentirety. This often complicates a brand owner's ability to control theexclusivity of a digital object and/or have influence regarding thevalue of that object. The lack of control over digital objectexclusivity then erodes the opportunity for free brand promotion byproduct enthusiasts and collectors who are in search of that object (asoften occurs upon the release of limited production sneakers by“sneakerheads”).

With the proliferation of first and third person video games involvingcustomizable skins, apparel, and gear, there exists an opportunity toengage and influence users in the digital realm via collectable objectsso that they may be more engaged with a brand in the physical world.Likewise, there exists a need for a retailer to more directly influenceand/or control the nature and ultimate supply of digital objects withinthis virtual market.

SUMMARY

Presented herein are cryptographic digital assets for articles offootwear and apparel, methods for provisioning and methods forintermingling such cryptographic digital assets, and decentralizedcomputing systems with attendant blockchain control logic for mining,intermingling, and exchanging blockchain-enabled digital shoes andapparel. More specifically, the presently described technology relies onthe trust established in and by blockchain technology to enable acompany to control the creation, distribution, expression, and use ofdigital objects that represent their brand. Furthermore, this technologyalso enables the company to limit the overall supply of a digital object(or object trait) to create controlled scarcity if so desired.

The present disclosure contemplates that, in some examples, the digitalobject may be representative of: a physical object offered for retailsale; a 2D or 3D design rendering or design file that may be suitablefor future production; a virtual representation of an object that is notpresently intended for physical creation/production; or other suchobjects.

To further promote brand engagement and use of the digital object, insome embodiments, the visual expression of the displayed digital objectmay be altered by the user's use of the object, the user's use of arelated retail product or app, or other such measures of object/brandengagement. In some embodiments, the attributes of the digital objectand/or its visual expression may affect how the object or user'scontrolled character performs within a video game context.

By way of example, and not limitation, there are presented cryptographicdigital assets that are provisioned through a blockchain ledger oftransaction blocks and function, in part, to connect a real-worldproduct, such as a physical shoe, to a virtual collectible, such as adigital shoe. When a consumer buys a genuine pair of shoes—colloquiallyknown as “kicks”—a digital representation of a shoe may be generated,linked with the consumer, and assigned a cryptographic token, where thedigital shoe and cryptographic token collectively represent a“CryptoKick”. The digital representation may include acomputer-generated avatar of the shoe or a limited-edition artistrendition of the shoe. The digital asset may be secured by anencryption-protected block that contains a hash pointer as a link to arelated block in a decentralized blockchain, a transaction timestamp,and transaction data. Using the digital asset, the buyer is enabled tosecurely trade or sell the tangible pair of shoes, trade or sell thedigital shoe, store the digital shoe in a cryptocurrency wallet or otherdigital blockchain locker, intermingle or “breed” the digital shoe withanother digital shoe to create “shoe offspring,” and, based on rules ofacceptable shoe manufacturability, have the newly bred shoe offspringcustom made as a new, tangible pair of shoes.

In some embodiments, purchase of an authentic, tangible pair of shoesmay enable or “unlock” a corresponding cryptographic digital asset and adigital shoe associated with that digital asset. For example, when aperson purchases a real-world pair of shoes from a registered seller, aunique (e.g., 10-bit numeric) physical shoe identification (ID) code ofthe physical shoes may be linked to a unique (e.g., 42-bit alphanumeric)owner ID code of the buyer. Concomitantly, an access prompt with aunique (e.g., 64-bit numeric) key is issued to a cryptocurrency walletaccount associated with the owner ID code such that the buyer canretrieve a digital shoe with a cryptographic token; the key, token anddigital shoe are assigned to the owner ID code. For instance, a firstEthereum Request for Comments (ERC) 721 or ERC1155 token may be grantedto authenticate and transact a physical shoe, and a secondERC721/ERC1155 token may be granted to access, breed, and transact adigital shoe. For at least some implementations, real-worldenvironmental effects, such as specific types of usage of the physicalshoes, may impact the digital representation of the shoes. Respectivecryptographic tokens may be assigned to the physical shoes and to thecryptographic digital asset; alternatively, a single cryptographic tokenmay be assigned to both the physical shoes and cryptographic digitalasset.

In some embodiments, a digital asset may include genotype informationand/or phenotype information for a digital shoe. This genotype/phenotypedata may represent certain traits, attributes, colors, styles,backgrounds, etc., of the digital asset, and may be coordinatedaccording to “breeding rules” that govern any intermingling of a digitalshoe with one or more other discrete digital shoes. Phenotypiccharacteristics may depend on genotypic information, and vice versa,along with any one or more of: a virtual environment and attendanteffects; time-dependent intermingling restrictions (e.g., cannot breedvirtual shoe offspring until both reach a pre-established maturity);virtual user interactions that alter (e.g., speed up or slow down)maturity or increase/decrease a likelihood of certain traits developing;real-world interactions of a user (e.g., running increases number ofgood/desirable qualities, increases speed of maturity of virtualoffspring, etc.); shoe cloning and allowing an owner to set a totalnumber of clones that can be produced from a desirable offspring foractual real-world production. Some optional features may also include:surrogacy features for breeding plans between two or more discretedigital shoes; parenting/nannying features provided by a third-partyentity that does not own the digital shoe; behavioral and animatedfeatures designed to make a digital shoe appear more life-like (e.g.,personalities that change over time); “breeding rights” for a digitalshoe may be governed by one or more real-world manufacturingrestrictions; ownership rights for each successive generation of adigital shoe may be tied back to the original, real-world shoe (e.g.,wholly or partially; by percentage of genotypic contribution, etc.) viaencryption key to the originally associated virtual product.

Aspects of this disclosure are directed to methods for provisioning,intermingling, and/or exchanging cryptographic digital assets forfootwear. In an example, a method is presented for automating generationof cryptographic digital assets associated with articles of footwear.This representative method includes, in any order and in any combinationwith any of the above or below disclosed features and options:receiving, via a server-class (middleware or backend) computer over adistributed computing network from a remote computing node (e.g., apoint-of-sale (POS) terminal, a personal computer, a smartphone, etc.),a transaction confirmation indicative of a validated transfer ofauthentic footwear from a first party to a second party; determining,via the middleware server computer from an encrypted relationaldatabase, a unique owner ID code (e.g., a member ID of a cryptocurrencywallet or digital locker) associated with the second party; generating acryptographic digital asset associated with the article of footwear, thecryptographic digital asset including a digital shoe (e.g., acomputer-generated avatar) and a unique digital shoe ID code (e.g., akey and cryptographic token); linking, via the middleware servercomputer, the cryptographic digital asset with the unique owner ID code;and transmitting, via the middleware server computer to a distributedblockchain ledger (e.g., Bitcoin, Ethereum, Litecoin, etc.), the uniquedigital shoe ID code and the unique owner ID code for recordation on atransaction block.

Other aspects of this disclosure are directed to decentralized computingsystems with attendant blockchain control logic for mining,intermingling, and exchanging blockchain-enabled digital shoes. As anexample, a decentralized computing system is presented for automatinggeneration of cryptographic digital assets associated with articles offootwear. The decentralized computing system includes a wirelesscommunications device that connects with one or more remote computingnodes over a distributed computing network, and a cryptographic digitalasset registry that stores digital shoes and unique digital shoe IDcodes associated with multiple cryptographic digital assets. Otherperipheral hardware may include a network interface bus, resident and/orremote memory, a user location tracking device, a UPC/UPID scanner, etc.

Continuing with the above example, the decentralized computing systemalso includes a server-class (middleware or backend) computer that isoperatively connected to the wireless communications device andcryptographic digital asset registry. The middleware server computer isprogrammed to execute memory-stored firmware and software to receive,over the distributed computing network from a remote computing node, anelectronic transaction confirmation indicative of a validated transferof authenticated footwear from one party to another party. Responsive toreceipt of the transaction confirmation, the server-class computerretrieves a unique owner ID code of the transferee party from anencrypted relational database, and generates a cryptographic digitalasset associated with the article of footwear. The cryptographic digitalasset includes a computer-generated digital shoe provisioned through aunique tokenized code with a corresponding access key. The server-classcomputer then links the cryptographic digital asset to the unique ownerID code in the cryptographic digital asset registry, and transmits theunique digital shoe ID code and unique owner ID code to a distributedblockchain ledger for recordation on a transaction block.

For any of the disclosed systems, methods, digital assets and footwear,the unique digital shoe ID code may include a cryptographic token keywith a code string that is segmented into a series of code subsets. Afirst of these code subsets may include data indicative of attributes ofthe digital shoe. This attribute data may include genotype and phenotypedata for the digital shoe. A second of these code subsets may includedata indicative of attributes of the real-world article of footwear,such as colorway, materials, manufacturing, make,sustainability/eco-responsibility, and/or model data, etc., for thearticle of footwear.

For any of the disclosed systems, methods, digital assets and footwear,the server-class decentralized system computer may respond to receivinga transaction confirmation by transmitting an electronic notification tothe second party with information for accessing the cryptographicdigital asset. The server-class computer may subsequently receive, froma handheld personal computing device of the second party, a scanningconfirmation verifying a universal product code (UPC) and/or a uniqueproduct identifier number (UPIN) corresponding to a make and a model ofthe footwear has been scanned. Linking the cryptographic digital assetwith the unique owner ID code may be executed responsive to receipt ofthe scanning confirmation. In some applications, the unique digital shoeID code may include a cryptographic token, and the digital notificationsent to the second party may include a unique key with a hashed addressto the cryptographic token.

For any of the disclosed systems, methods, digital assets and footwear,the server-class computer may receive (from either participating party)a digital breeding solicitation with a request to intermingle thecryptographic digital asset with a third-party cryptographic digitalasset. Upon receipt of this solicitation, the server-class computer mayresponsively generate a progeny cryptographic digital asset with acombination of one or more features from the second-party cryptographicdigital asset and one or more features from the third-partycryptographic digital asset. For instance, each cryptographic digitalasset may be assigned a respective unique cryptographic token key with acode string that is segmented into a series of code subset. One or moreof these code subsets may include data indicative of attributes of thecorresponding digital shoe. The progeny cryptographic digital asset isprovisioned via a distinct cryptographic token key with a code stringcomposed of one or more code subsets with attribute data extracted fromthe cryptographic token key of the second-party digital asset and one ormore code subsets with attribute data extracted from the cryptographictoken key of the third-party digital asset. For instance, one codesubset of the progeny digital asset may share a distinct alphanumericsequence with a code subset of the second-party digital asset, whileanother code subset of the progeny digital asset may share a distinctalphanumeric sequence with a code subset of the third-party digitalasset. Generating the progeny cryptographic digital asset may includeapplying a random number generator to: designate one of the matingcryptographic digital assets as a sire, designate the other matingcryptographic digital assets as a dam, and determine which code subsetsof the progeny will correspond to which code subsets of the sire andwhich code subsets of the dam.

For any of the disclosed systems, methods, digital assets and footwear,the server-class computer may receive a digital transfer proposal (fromeither the transferor or the transferee) with a request to transfer thecryptographic digital asset to a third party. The server-class computermay respond by determining a new unique owner ID code of the thirdparty, link the cryptographic digital asset with this new unique ownerID code, and record the transfer of the unique digital shoe ID code tothe new unique owner ID code on a new transaction block with thedistributed blockchain ledger. The digital transfer proposal may betransmitted in response to a confirmation indicative of a new validatedtransfer of the article of footwear from the second party to the thirdparty. Alternatively, transfer of the cryptographic digital asset to athird party may be independent of transfer of the physical footwear.Optionally, the server-class computer may generate a smart contract thatauthenticates ownership of and/or tracks future transaction of thecryptographic digital asset. The unique owner ID code may be linked witha cryptocurrency wallet that registered with the distributed blockchainledger.

The above summary is not intended to represent every embodiment or everyaspect of the present disclosure. Rather, the foregoing summary merelyprovides an exemplification of some of the concepts and features setforth herein. The above features and advantages, and other features andattendant advantages of this disclosure, will be readily apparent fromthe following detailed description of illustrated examples andrepresentative modes for carrying out the present disclosure when takenin connection with the accompanying drawings and the appended claims.Moreover, this disclosure expressly includes any and all combinationsand subcombinations of the elements and features presented above andbelow.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a lateral side-view illustration of a representative articleof footwear with a collectible digital asset protected by acryptographic token that is provisioned through a blockchain ledger inaccordance with aspects of the present disclosure.

FIG. 2 is a diagrammatic illustration of a representative decentralizedcomputing system for mining, intermingling, and exchanging cryptographicdigital assets in accordance with aspects of the present disclosure.

FIG. 3 is a diagrammatic illustration of the functional structure of adecentralized computing system for mining, intermingling, and exchangingcryptographic digital assets in accordance with aspects of the presentdisclosure.

FIG. 4 is a flowchart illustrating a representative workflow algorithmfor generating collectible digital shoes protected by cryptographictokens on a blockchain ledger, which may correspond to memory-storedinstructions executed by control-logic circuitry, programmableelectronic control unit, or other computer-based device or network ofdevices in accord with aspects of the disclosed concepts.

FIG. 5 is an illustration of a representative graphical user interface(GUI) of a personal computing device illustrating a library of aplurality of cryptographic digital assets.

FIG. 6 is an illustration of a representative graphical user interface(GUI) of a personal computing device illustrating a collaboration orbreeding event between two cryptographic digital assets.

FIG. 7 is a functional illustration of the acquisition of acryptographic digital asset via a linked retail product.

FIG. 8 is a functional illustration of the acquisition of acryptographic digital asset via a promotional giveaway at an event.

FIG. 9 is an illustration of a representative graphical user interface(GUI) of a personal computing device illustrating the use of genotypicand phenotypic characteristics of a cryptographic digital asset within avideo game.

FIG. 10 is a functional illustration of a representative graphical userinterface (GUI) of a personal computing device operating on adecentralized computing system for provisioning virtual userinteractions that alter genotypic and phenotypic characteristics of acryptographic digital asset in accordance with aspects of the presentdisclosure.

FIG. 11 is a functional illustration of a plurality of users engaged ina collaborative experience such as participating in a digitalcollectable card game.

The present disclosure is amenable to various modifications andalternative forms, and some representative embodiments are shown by wayof example in the drawings and will be described in detail herein. Itshould be understood, however, that the novel aspects of this disclosureare not limited to the particular forms illustrated in theabove-enumerated drawings. Rather, the disclosure is to cover allmodifications, equivalents, combinations, subcombinations, permutations,groupings, and alternatives falling within the scope of this disclosureas encompassed by the appended claims.

DETAILED DESCRIPTION

This disclosure is susceptible of embodiment in many different forms.Representative examples of the disclosure are shown in the drawings andwill be described in detail herein with the understanding that theserepresentative examples are provided as an exemplification of thedisclosed principles, not limitations of the broad aspects of thedisclosure. To that extent, elements and limitations that are describedin the Abstract, Technical Field, Background, Summary, and DetailedDescription sections, but not explicitly set forth in the claims, shouldnot be incorporated into the claims, singly or collectively, byimplication, inference or otherwise.

For purposes of the present detailed description, unless specificallydisclaimed: the singular includes the plural and vice versa; the words“and” and “or” shall be both conjunctive and disjunctive; the words“any” and “all” shall both mean “any and all”; and the words“including,” “comprising,” “having,” “containing,” and the like shalleach mean “including without limitation.” Moreover, words ofapproximation, such as “about,” “almost,” “substantially,”“approximately,” and the like, may be used herein in the sense of “at,near, or nearly at,” or “within 0-5% of,” or “within acceptablemanufacturing tolerances,” or any logical combination thereof, forexample. Lastly, directional adjectives and adverbs, such as fore, aft,medial, lateral, proximal, distal, vertical, horizontal, front, back,left, right, etc., may be with respect to an article of footwear whenworn on a user's foot and operatively oriented with a ground-engagingportion of the sole structure seated on a flat surface, for example.

Aspects of this disclosure are directed to computer-generated virtualcollectibles, such as digital shoes (e.g., “CryptoKicks”), that, in someinstances, are linked with real-world, physical products, such astangible shoes, and are protected by cryptographic tokens. In someembodiments, instead of being linked with real-world, physical products,the digital asset may be linked with a 2D or 3D design file, rendering,or drawing package from which a physical product may be constructed. Inthis embodiment, a company may create a number of product-ready designswith different traits, silhouettes, colors, and the like, and maydistribute them across one or more digital platforms, and may thenmonitor the popularity, value, demand, and/or virtual use, of differentproduct designs and/or traits. In doing so, the company may gain avaluable understanding of the real-time demand for a product, which maybe helpful when prioritizing of designs for future manufacturing.

In some embodiments, a digital asset may be created for brand promotionpurposes. In this embodiment, a digital shoe may be created in a presetand/or controlled limited quantity and distributed as part of apromotion, event, moment, or contest. For example, spectators at aprofessional sporting home opener may give the right to acquire one of alimited quantity of unique digital assets, each being separately securedvia its own cryptographic token.

As used herein, “cryptographic digital assets,” or simply “digitalassets” may refer to any computer-generated virtual object, includingdigital footwear, apparel, headgear, avatars, pets, etc., that have aunique, non-fungible tokenized code (“token”) registered on andvalidated by a blockchain platform or otherwise registered in animmutable database. Furthermore all references to “CryptoKicks” andvariations of the term within this disclosure should be understood to beexemplary of a virtual collectible backed by a unique, non-fungabletoken or registry entry within an immutable database. It should not belimiting to only footwear. All such references should be read to equallyapply to apparel (e.g., “CryptoThreads”), headgear (e.g., “CryptoLids”),and sporting equipment (e.g., “CryptoGear”), or other such objects.

In some embodiments, the virtual object may have a plurality ofattributes (i.e., phenotypic traits) that are at least partially derivedfrom an encrypted alphanumeric string may be associated with thecryptographic token. In this sense, the alphanumeric string may be akinto the genetic code of the virtual object. While the phenotypic traitsmay depend on the encoded genotypic information, in some embodiments,they may further depend on any one or more of: a virtual environment(e.g., virtual check-ins, situation-specific criterion, etc.);time-dependent breeding (e.g., a user is restricted from breeding avirtual shoe offspring until it reaches a preset maturity); virtual userinteractions, which may speed up or slow down maturity orincrease/decrease a likelihood of certain traits developing; real-worlduser activities (e.g., user's level of physical activity may increaseone or more “desirable” qualities; daily use of a related good speeds upmaturing of virtual offspring, etc.); cloning restrictions set bymanufacturer, point of sale, owner, etc., (e.g., preset maximum numberof clones that can be produced from a desirable offspring for actualreal-world production).

In a footwear context, each unique token may be directly linked to asingle CryptoKick object, which may be embodied as a virtualreproduction or digital-art version of a sneaker. In one embodiment, thetoken may include a 64-bit alphanumeric code that is sectioned intoindividual code segments. One or more or all of the code segments of thealphanumeric code may express data indicative of attributes of thecollectible digital shoe. For instance, a series of code segments mayprovide digital shoe attributes, such as Style, Materials, Family, Heat,Colorway, Future Attributes, Make, Model, Pattern Scheme, ImageBackground, etc. Each subset of a code may generally function as agenotype that produces a visual phenotype expression to the user. Insome embodiments, an originally created CryptoKick may includecryptographic token data that is representative of attributes from acompanion physical shoe. During the creation of a CryptoKick, a smartcontract may be generated to authenticate ownership and to track futuretransaction of the CryptoKick. Digital shoe attributes may also belinked to a bill of materials.

In a representative example, an authenticated pair of physical shoes arecreated and assigned a Unique Product Identifier (UPID). Upon purchaseby a consumer, the UPID is used to unlock a cryptographic digitalasset—a “CryptoKick”—composed of a collectible digital shoe and a uniquenon-fungible token (NFT) operating on a blockchain-based distributedcomputing platform.

In general, before a consumer can unlock or acquire a CryptoKick, theymay first be required to procure a blockchain locker address (e.g., anEthereum hardware wallet). This blockchain locker may be used to storethe private key belonging to the CryptoKick's NFT and, optionally, maybe linked to a personal user account that is registered with theoriginal manufacturer of the physical shoes (e.g., a NIKEPLUS® accountprofile).

It is envisioned that there are several ways in which a user may beenabled to unlock a CryptoKick. As a first example, upon scanning theshoe's UPC or UPID at a point-of-sale (POS) terminal during firstpurchase or directly associated with the product, a unique crypto-tokenand corresponding private key (“KickID”) are automatically generated andassigned to the user's blockchain locker (see FIG. 7). In a secondexample, a KickID is provided to the user via a printed or digitalreceipt, a visual or electronic tag (RFID or NFC) hidden in the physicalshoe, a pop-up message or email sent to a personal user account, a pushnotification or text message sent to a smartphone, or some other record;the consumer uses the KickID to link the CryptoKick to their digitalblockchain locker. Another example may require the user to assemble theKickID in part via a physical code or UPID associated with the shoe (onthe box, on a hang tag, under a label, on an insole, etc.), and in partvia a transaction authentication code (i.e., to prevent consumers fromcollecting a CryptoKick when they merely try on a pair of shoes).Another example may require the user to “hunt” for CryptoKicks in abrick-and-mortar store by using a photographic “snap” or augmentedreality (“AR”) function on a handheld personal computing device. Forthis method, a KickID may be provided via the retail transaction,however, the user must separately find a hidden CryptoKick in AR hiddenwithin the store or local area before the digital asset can betransferred to their locker (i.e., the cryptographic key and the virtualobject must both be separately acquired before the transfer occurs). Inthis example, obtaining the cryptographic key may enable the AR engineassociated with a user device to initiate a game where theCryptoKick/virtual object associated with that key is locally hidden andavailable for the user to locate.

In some instances, the CryptoKick may not be originally linked to aphysical product, but instead may be gifted to the user as part of abrand promotion campaign, event, moment, or experience. In one example,such as generally illustrated in FIG. 8, a user at a sporting event maybe required to hunt for the CryptoKick within the confines of the eventusing the camera on a smartphone device. In this embodiment, the GPSassociated with the smartphone device may further constrain opticalrecognition capabilities to within a particular geofenced area. Once theCryptoKick is located (e.g., virtually disguised in a billboardadvertisement), the user may be prompted to scan a unique code, such asthe barcode on their ticket to the event. This two-part action may thentransfer a token uniquely provisioned for that ticket to the user'slocker. Following the event, the promotion organizer may reclaim anyunclaimed KickIDs for subsequent use in other promotional events.

After acquiring a CryptoKick, the owner may buy, sell, intermingle,collect, or trade CryptoKicks, e.g., using physical, fiat, and/ordigital currency. In some examples, an entity may maintain a digitalonline marketplace that includes an inventory of CryptoKicks for saleand/or a marketplace that may broker transactions between individuals.

In one embodiment, it may be possible to breed or mashup (“Collab”) twoCryptoKicks to create an offspring CryptoKick (an “RVK” or“CollaboKick”). This CollaboKick will have a unique token and distinctattributes compared to the parent CryptoKicks. A Collab may combineattribute data and/or genetic code from the two tokens of the parents togenerate a new NFT or KickID that, in turn, provisions a CollaboKick. Insome implementations, there may be a pre-established limitation on thetotal number of Collab events within a given time limit, e.g., to helpprevent overproduction of CollaboKicks between the same two users. Thecreation of the genetic code for a CollaboKick may be random,systematic, regulated, unconstrained, or any combination thereof. One ormore code subsets, for example, may be based on controlled probabilityusing Mendel's Law. For example, if a first attribute code (e.g.,molding heat) is expressed as two genes (e.g., HH, Hh or hh), aCollaboKick is considered to have “high heat” if it has two genes thatare “hh” (recessive trait). In other words, if genotype data containedin the KickIDs of the CryptoKick parents have Hh as their “heat genes,”the offspring CollaboKick will have a 25% of getting a high heat gene,e.g., using the Punnett square methodology.

The option to execute a Collab event may require one or both ownerscomply with one or more prerequisite conditions. As one example, the twoowners of the parent CryptoKicks may be required to meet at a designatedlocation or be within a predetermined proximity of one another to createa CollaboKick. For example, a user may employ a “CryptoKick Collab”matching feature on a dedicated mobile software application (“app”) tofind another user to Collab with. Using this app, the parties may set atime and place to meet, set the conditions of the Collab, submit aformal request to a governing middleware computing node, etc. Anotherexample may include the footwear manufacturer or a third-party sponsorhost a Collab event at which CryptoKick owners meet at a designatedlocation to Collab with one another within a specific time frame.

In some embodiments, owners may be provided some indication of thegenetic traits of their CryptoKicks to facilitate more deliberate Collabevents. In an example, a user may desire a CryptoKick of a particularmodel in a certain exclusive color. That user may then search out aCryptoKick that has the genetic code for that color and attempt toCollab with them. To further the understanding of a trait's value, insome embodiments, the user may be provided with an indication of therarity or total circulating supply of each trait that makes up theirCryptoKick and/or a rarity score that provides an indication of theoverall exclusivity of their CryptoKick. In this manner, if offered forsale on a commercial marketplace, a CryptoKick may carry an intrinsicvalue that reflects the combined rarity or exclusivity of its varioustraits.

A predetermined set of intermingling rules may govern if and how aCollab may be executed. For example, certain constraints may be imposedso that broad style guidelines are maintained in the CollaboKick. In oneembodiment, these style constrains may be the same constraints orguidelines that a company may use when creating new versions, colorways,or iterations of an existing product line. When a Collab is created, thegenetic mixing algorithm may be constrained such that any resultantCollab kick maintains a likeness or silhouette that is indicative of ormore existing products. While in one embodiment, these style guidelinesor rules may expressly set by the company, in another embodiment, theymay be discovered and assembled, for example, using an image-basedprocessing algorithm that may recognize style attributes (e.g., colorpatterns, material, cut, and/or dimensional patterns) from existingproduct.

For at least some implementations, a CryptoKick may be programmed tofunction as a “living” digital pet that the user feeds, cleans,entertains and otherwise cares for to ensure the pet is happy andhealthy. Optionally, an owner can either care for the CryptoKick pet byhim/herself or have a third-party user care for the CryptoKick pet. Asthe CryptoKick pet evolves—growing from a baby digital pet to a toddler,then preschooler, and so forth to adulthood—one or more attributes ofthe CryptoKick automatically change with age or are unlocked over time.Furthermore, as the CryptoKick pet “grows” through various life stages,it may unlock a real-life shoe version of itself that a user can havemade. For example, if a CryptoKick pet has evolved into a royal blueathletic shoe for a toddler, the user has unlocked the option to buy aspecial royal blue athletic shoe in one or more toddler sizes.

In some implementations, a user's CryptoKick may be capable of beingimported into one or more other digital platforms to serve, for example,as a skin on a video game character that may be developed and/orcontrolled by the user. For example, if the user was active in a certainbasketball video game, the CryptoKick could be imported to that game andworn by the user's player or team.

If the CryptoKick is imported into a separate video game, in someconfigurations, different attributes of the CryptoKick may impartchanges in the ability level of a user's character outfitted with theasset. In one example, the attributes of the user's character may bepositively influenced by the rarity or exclusivity of the variousattributes or by the overall combined rarity or exclusivity. Forexample, a rare CryptoKick may impart better jumping ability or lateralquickness, a rare CryptoThread may impart better strength or speed, anda rare CryptoLid may impart better vision.

In some embodiments, CryptoKicks users may decide on a “bestCollaboKick” in the marketplace, e.g., on a W/M/Q/Y basis. Such a votingscheme may be used to designate one or more CollaboKicks as suitable forthe commercial production of physical product bearing that digitalasset's likeness. As a further option, a CollaboKick that may receive apreset threshold number of upvotes may automatically trigger themanufacturer to produce the CollaboKick in real life.

As CryptoKicks and CollaboKicks are transferred between users over timedue to selling, trading, buying, and Collab, each transaction historymay be tracked within a blockchain ledger of transactions. If aCollaboKick or CryptoKick is fabricated, previous users may be notifiedof such real-life existence and will may be given an option to purchasetheir own real-life pair of the CollaboKick/CryptoKick.

As a further extension, in one embodiment, CryptoKicks may be backed byfungible tokens, where the digital collectible represents a monetaryvalue. In one implementation, certain attributes within the codeassigned to the token may dictate the worth. For example, a styleattribute indicative of a high-top sneaker, may have a first value, astyle attribute indicative of yoga pants may have a second value, and astyle attribute indicative of a running shirt may have a third value. Inone embodiment, these values may either be allowed to float according tomarket forces, or may be tied to a fiat currency.

Referring now to the drawings, wherein like reference numbers refer tolike features throughout the several views, there is shown in FIG. 1 arepresentative article of footwear, which is designated generally at 10and portrayed herein for purposes of discussion as an athletic shoe or“sneaker.” The illustrated article of footwear 10—also referred toherein as “footwear” or “shoe” for brevity—is merely an exemplaryapplication with which novel aspects and features of this disclosure maybe practiced. In one embodiment, the illustrated article of footwear 10may be or resemble a CryptoKick. In the same vein, implementation of thepresent concepts for a digital shoe and cryptographic token for footwearshould also be appreciated as a representative implementation of thedisclosed concepts. It will therefore be understood that aspects andfeatures of this disclosure may be utilized for other types of footwear,and may be incorporated into any logically relevant consumer product. Asused herein, the terms “shoe” and “footwear,” including permutationsthereof, may be used interchangeably and synonymously to reference anysuitable type of garment worn on a human foot. Lastly, featurespresented in the drawings are not necessarily to scale and are providedpurely for instructional purposes. Thus, the specific and relativedimensions shown in the drawings are not to be construed as limiting.

The representative article of footwear 10 is generally depicted in FIG.1 as a bipartite construction that is primarily composed of afoot-receiving upper 12 mounted on top of a subjacent sole structure 14.While only a single shoe 10 for a left foot of a user is shown in FIG.1, a mirrored, substantially identical counterpart for a right foot of auser may be provided. Recognizably, the shape, size, materialcomposition, and method of manufacture of the shoe 10 may be varied,singly or collectively, to accommodate practically any conventional ornonconventional footwear application.

With continued reference to FIG. 1, the upper 12 is depicted as having ashell-like, closed toe and heel configuration for encasing a human foot.Upper 12 of FIG. 1 is generally defined by three adjoining sections,namely a toe box 12A, a vamp 12B and a rear quarter 12C. The toe box 12Ais shown as a rounded forward tip of the upper 12 that extends fromdistal to proximal phalanges to cover and protect the user's toes. Bycomparison, the vamp 12B is an arched midsection of the upper 12 that islocated aft of the toe box 12A and extends from the metatarsals to thecuboid. As shown, the vamp 12B also provides a series of lace eyelets 16and a shoe tongue 18. Positioned aft of the vamp 12B is a rear quarter12C that extends from the transverse tarsal joint to the calcaneus bone,and includes the rear portions of the upper 12. While portrayed in thedrawings as comprising three primary segments, the upper 12 may befabricated as a single-piece construction or may be composed of anynumber of segments, including a toe cap, heel cap, ankle cuff, interiorliner, etc. For sandal and slipper applications, the upper 12 may takeon an open toe or open heel configuration, or may be replaced with asingle strap or multiple interconnected straps.

The upper 12 portion of the footwear 10 may be fabricated from any oneor combination of a variety of materials, such as textiles, engineeredfoams, polymers, natural and synthetic leathers, etc. Individualsegments of the upper 12, once cut to shape and size, may be stitched,adhesively bonded, fastened, welded or otherwise joined together to forman interior void for comfortably receiving a foot. The individualmaterial elements of the upper 12 may be selected and located withrespect to the footwear 10 in order to impart desired properties ofdurability, air-permeability, wear-resistance, flexibility, appearance,and comfort, for example. An ankle opening 15 in the rear quarter 12C ofthe upper 12 provides access to the interior of the shoe 10. A shoelace20, strap, buckle, or other conventional mechanism may be utilized tomodify the girth of the upper 12 to more securely retain the foot withinthe interior of the shoe 10 as well as to facilitate entry and removalof the foot from the upper 12. Shoelace 20 may be threaded through aseries of eyelets 16 in or attached to the upper 12; the tongue 18 mayextend between the lace 20 and the interior void of the upper 12.

Sole structure 14 is rigidly secured to the upper 12 such that the solestructure 14 extends between the upper 12 and a support surface uponwhich a user would stand. The sole structure 14 may be fabricated as asandwich structure with a top-most insole 22, an intermediate midsole24, and a bottom-most outsole 26 or outsole surface. Alternative soleconfigurations may be fabricated with greater or fewer than threelayers. Insole 22 is shown located partially within the interior void ofthe footwear 10, operatively attached at a lower portion of the upper12, such that the insole 22 abuts a plantar surface of the foot.Underneath the insole 22 is a midsole 24 that incorporates one or morematerials or embedded elements that enhance the comfort, performance,and/or ground-reaction-force attenuation properties of footwear 10.These elements and materials may include, individually or in anycombination, a polymer foam material, such as polyurethane orethylvinylacetate (EVA), filler materials, moderators, air-filledbladders, plates, lasting elements, or motion control members. Outsole26 is located underneath the midsole 24, defining some or all of thebottom-most, ground-engaging portion of the footwear 10. The outsole 26may be formed from a natural or synthetic rubber material that providesa durable and wear-resistant surface for contacting the ground. Inaddition, the outsole 26 may be contoured and textured to enhance thetraction (i.e., friction) properties between footwear 10 and theunderlying support surface.

As a general matter, each element, panel, section, and material of thearticle of footwear 10 shown in FIG. 1 may be separately rendered ordefined in a digital CryptoKick. Furthermore, these attributes maysimilarly be reflected within the genetic code of the NFT, as discussedabove.

FIG. 2 is a diagrammatic illustration of an exemplary decentralizedcomputing system, designated generally as 30, with attendant blockchaincontrol logic for mining, intermingling, and exchangingblockchain-enabled digital collectibles. User 11 communicatively couplesto a remote host system 34 and/or a cloud computing system 36 via awireless communications network 38. While illustrating a single user 11communicating over the decentralized computing system 30 with a singlehost system 34 and a single cloud computing system 36, it is envisionedthat any number of users may communicate with any number of remotecomputing nodes that are suitably equipped for wirelessly exchanginginformation and data. Wireless data exchanges between the user 11 andremote computing nodes on the decentralized computing system 30 may beconducted directly, e.g., through direct communications between the hostsystem 34/cloud computing system 36 and a user device 39 (e.g., theuser's smartphone 40, smartwatch 42, or other suitable personalcomputing device), or indirectly, e.g., with all communications betweenthe user 11 and other computing nodes being routed through the hostsystem 34. Only select components of the decentralized computing 10 anddecentralized computing system 30 are shown and will be described indetail herein. Nevertheless, the systems and devices discussed hereincan include numerous additional and alternative features, and otheravailable hardware and well-known peripheral components, for example,for carrying out the various methods and functions disclosed herein.While the described system relies on a blockchain ledger and process forrecording ownership of the digital asset, it should be understood thatthe present technology may operate on a public chain or a private chain,and may utilize one or more forms of cryptography, encoding, proof ofwork challenges, or other concepts and technologies involved inavailable blockchain standards or suitable alternative immutabledatabases/ledgers.

With continuing reference to FIG. 2, the host system 34 may beimplemented as a high-speed server computing device or a mainframecomputer capable of handling bulk data processing, resource planning,and transaction processing. For instance, the host system 34 may operateas middleware in a client-server interface for conducting any necessarydata exchanges and communications with one or more “third party” serversto complete a particular transaction. The cloud computing system 36, onthe other hand, may operate as middleware for IoT (Internet of Things),WoT (Web of Things), Internet of Adaptive Apparel and Footwear (IoAAF),and/or M2M (machine-to-machine) services, connecting an assortment ofheterogeneous electronic devices with a service-oriented architecture(SOA) via a data network. As an example, cloud computing system 36 maybe implemented as a middleware node to provide different functions fordynamically onboarding heterogeneous devices, multiplexing data fromeach of these devices, and routing the data through reconfigurableprocessing logic for processing and transmission to one or moredestination applications. Network 38 may be any available type ofnetwork, including a combination of public distributed computingnetworks (e.g., Internet) and secured private networks (e.g., local areanetwork, wide area network, virtual private network). It may alsoinclude wireless and wireline transmission systems (e.g., satellite,cellular network, terrestrial networks, etc.). Most if not all datatransaction functions carried out by the user 11 may be conducted, forexample, over a wireless network, such as a wireless local area network(WLAN) or cellular data network.

As a decentralized blockchain platform, computing system 30 operates asan open, yet encrypted peer-to-peer network in which asset transactionrecords—known as “blocks”—are linked via cryptographic hash functions ina distributed, immutable ledger of interconnected blocks, i.e., a“blockchain.” Each block in the chain includes one or more digital assettransactions accompanied by corroboration information representing avalidity of each transaction as assessed by peer-validation devices.Encrypted, decentralized computing architectures allow for identityverification and authentication of transacted assets while preventingduplication of a cryptography-protected (“cryptographic”) digital assetregistered to the platform. Decentralized asset management may work byencrypting a proprietary asset file, breaking the encrypted code intotiny “nonsense” shards, and sending these shards to numerous differentcomputing nodes on the decentralized computing network. A validatedowner is provided with a private key that indicates where in the networkthe asset is located and how to reassemble or “decrypt” the file. Foruse as a distributed ledger, an individual blockchain is typicallymanaged by a host administrator and distributed to multiple peerscollectively adhering to a protocol for inter-node communication andblock validation.

One should appreciate that the disclosed systems and techniques providemany advantageous technical effects including construction and storageof a digital asset blockchain representing user-to-user transactions ofvirtual collectibles associated with real-world products. Constructionand storage of a digital asset blockchain enables networked computingdevices to quickly and efficiently generate, validate and transactdigital asset data, thereby improving the performance of the individualcomputing devices. A decentralized network of interconnected computingnodes may function as a “supercomputer” that has access to many parallelprocessors, coordinating the assignment and reassembly of various chunksof computation. In so doing, the network is more computationallyefficient, rapid, and inexpensive than a centralized computing system ora single processing farm. In the same vein, decentralized storageprovides each individual computing node with tremendous storage capacitythat is limited only by the number of peer devices and their cumulativeavailable memory space.

FIG. 3 provides one example of the functional structure of adecentralized computing system 30, such as shown in FIG. 2. As generallyillustrated, a user 11 may operatively interface with a user device 39(i.e., interface device 39) that may include one or more of a smartphone 40, a tablet computer, a smart watch 42, a laptop computer, adesktop computer, a standalone video game console, smartfootwear/apparel, or other similar internet enabled devices. Theinterface device 39 may be operatively configured to communicate withone or more of an immutable public database (e.g., a blockchainservice/network 60—referred to as “blockchain 60”), a virtual objectgenerator 62, an online digital marketplace 64, and/or a 3^(rd) partyintegration service 66.

In general, the blockchain 60 may include at least one non-fungibletoken registered thereon that includes genomic informationrepresentative of a digital asset. The user 11, via the user device 39,may be in possession of, or may be lined with a locker/wallet thatincludes a private cryptographic key that permits the user device toread the encrypted data associated with the token. This key may furtherenable the user 11 to freely transfer ownership of the token.

In one embodiment, a virtual object generator 62 may be provided tocreate a digital object on the basis of the genomic informationassociated with the token. More specifically, the virtual objectgenerator 62 may be responsible for expressing the genomic informationinto a plurality of phenotypic traits. The virtual object generator 62may employ a plurality of style and artistic rules such that theresultant digital objects are unique, yet recognizable according topredefined silhouettes, styles, articles, or characters. In someembodiments, the virtual object generator 62 may further operate on thebasis of other non-genomic factors, such as the age of the asset, useractivity (tracked via the user device), or use via third partyplatforms. In such an embodiment, these non-genomic inputs may alter thephenotypic expression, and/or may unlock new abilities, breeding rights,and/or production rights. For example, in one configuration, a color ofa CryptoKick may depend on the genetically assigned color, together withthe age of the asset and/or use of the asset in a virtual world or via alinked pair of physical shoes in the real world. The initial colortogether with the age/experience based alteration may result in a newcolor that has its own relative rarity score/value.

The virtual object generator 62 and/or blockchain 60 may further be incommunication with a hosted digital marketplace 64, forum, socialplatform, or the like (such as generally shown in FIG. 5—displayed on asmartphone 40). The digital marketplace 64 may represent a plurality ofvirtual objects 80 in such a manner that permits the organized trade orsale/purchase of the virtual objects between parties. Upon the closingof a sale, the digital marketplace 64 may update the blockchain 60 withthe new ownership information and facilitate the transfer of new ofexisting keys to the new asset holder. In some embodiments, themarketplace 64 may further enable various social engagement functions,such as voting or commenting on the represented virtual objects.Likewise, in some instances the marketplace 64 may be configured toassess and score the rarity of a particular virtual object based on thesum total of the object's expressed traits. Such a rarity score may thenenable the marketplace (and/or users who participate within themarketplace) to better assess the value of the object.

In one configuration, the computing system 30 may further include a3^(rd) party integration service 66 that may enable the use of thevirtual object in different contexts or manners. The 3^(rd) partyintegration service 66 may operate as an API on an app provided on theuser's device, or as a dedicated cloud based service. In someembodiments, the 3^(rd) party integration service 66 may make thevirtual object (for example, as expressed by the virtual objectgenerator 62), and/or the genomic information available for externaluse. Examples of such a use may include skins on 3^(rd) party video gamecharacters, objects capable of being used by 3^(rd) party video gamecharacters (see FIG. 9), digital artwork displays, physical printgeneration, manufacturing production, and the like. In one embodiment,the genomic information and/or rarity score may be made available, andmay alter the traits or abilities of a user's video game character in avideo game played on the user's device 39 (see FIG. 10).

As further shown in FIG. 3, in one configuration, a corporate hostsystem 68 may be in communication with the blockchain 60 for the purposeof provisioning/creating new digital assets. Additionally, the hostsystem 68 may provide one or more rules to the virtual object generator62 to constrain the manner and style in which genomic information fromthe blockchain 60 is expressed in a visual/artistic form.

With reference now to the flow chart of FIG. 4, an improved method orcontrol strategy for generating collectible digital assets protected bycryptographic tokens on a blockchain ledger is generally described at100 in accordance with aspects of the present disclosure. Some or all ofthe operations illustrated in FIG. 4 and described in further detailbelow may be representative of an algorithm that corresponds toprocessor-executable instructions that may be stored, for example, inmain or auxiliary or remote memory, and executed, for example, by aresident or remote controller, central processing unit (CPU), controllogic circuit, or other module or device or network of devices, toperform any or all of the above or below described functions associatedwith the disclosed concepts. It should be recognized that the order ofexecution of the illustrated operation blocks may be changed, additionalblocks may be added, and some of the blocks described may be modified,combined, or eliminated.

Method 100 begins at terminal block 101 with processor-executableinstructions for a programmable controller or control module orsimilarly suitable processor to call up an initialization procedure fora protocol to generate a cryptographic digital asset, such ascomputer-generated digital shoe 44 and encrypted token key 46 of FIG. 2,for a consumer product, such as sneaker 10 of FIGS. 1 and 2. Thisroutine may be called-up and executed in real-time, continuously,systematically, sporadically, and/or at regular intervals. As arepresentative implementation of the methodology set forth in FIG. 4,the initialization procedure at block 101 may automatically commenceeach time a pair of authentic footwear 10 is manufactured, each time auser 11 purchases a real-world pair of the footwear 10, or each time theuser 11 unlocks the access key 46. Alternatively, the initializationprocedure may be manually activated by an employee at a POS terminal orby the manufacturer.

Utilizing a portable electronic device 39, such as smartphone 40 orsmartwatch 42 of FIG. 2, the user 11 may launch a dedicated mobilesoftware application (“app”) or a web-based applet, such as NIKE+®, thatcollaborates with a server-class (backend or middleware) computer (e.g.,remote host system 34) to communicate with the various peer devices ondecentralized computing system 30. During a communication session withthe host system 34, for example, the user 11 may purchase a pair of thefootwear 10 using a corresponding feature provisioned by the app. Theuser 11 enters personal information and a method of payment to completethe transaction. Upon completion of a validated payment, the host system34 receives, e.g., from an online store transaction module or anapproved third-party electronic payment system, a transactionconfirmation to indicate a validated transfer of the footwear 10 to theuser 11 has been completed. As indicated above, validated transfer ofthe footwear 10 may be effectuated through any available means,including at a brick-and-mortar store, through an online auctionwebsite, an aftermarket consumer-to-consumer trade/sale, etc.

Method 100 continues to decision block 103 to determine if the user 11has procured a cryptocurrency wallet or other similarly suitable digitalblockchain locker that is operable, for example, to upload and maintainlocation and retrieval information for digital assets that are encryptedand stored in a decentralized manner. A cryptocurrency wallet typicallystores public and private key pairs, but does not store thecryptocurrency itself; the cryptocurrency is decentrally stored andmaintained in a publicly available blockchain ledger. With the storedkeys, the owner may digitally sign a transaction and write it to theblockchain ledger. A platform-dictated smart contract associated withthe locker may facilitate transfer of stored assets and create averifiable audit trail of the same. If the user 11 has not alreadyacquired a digital blockchain locker (Block 103=NO), the method 100continues to predefined process block 105 to set up a blockchain locker.By way of non-limiting example, user 11 may be prompted to visit or maybe automatically routed to any of an assortment of publicly availablewebsites that offer a hardware wallet for cold storage of cryptocurrencyand digital assets, such an ERC20-compatible Ethereum wallet provided byMyEtherWallet.

Once the system confirms that the user 11 has a suitable digitalblockchain locker, the method 100 may automatically link, or prompt theuser 11 to link, the digital blockchain locker to a personal useraccount (e.g., a NIKEPLUS® account profile), as portrayed at processblock 107 of FIG. 4. This may require the remote host system 34 retrievea unique owner ID code (e.g., CryptoKick Owner ID 48 of FIG. 2)associated with the purchasing party (e.g., user 11) from an encryptedrelational database (e.g., provisioned through cloud computing system36). At this time, a unique physical shoe ID code (CryptoKick PhysicalID 50 of FIG. 2) associated with the purchased footwear 10 may be linkedto the user's personal account.

Upon determining that the user 11 has acquired a digital blockchainlocker (Block 103=YES), or after linking the user's blockchain locker totheir personal user account (Block 107), the method 100 continues toinput/output block 109 to enable or “unlock” a cryptographic digitalasset associated with the footwear 10 transacted at process block 101.As indicated above, after purchasing the footwear 10, the CryptoKickPhysical ID or a universally recognized UPID product code may be used toretrieve a collectible CryptoKick, which is generally composed of acollectible digital shoe 44 and a unique NFT that is identified by anencrypted token key 46. A salesperson at a POS terminal or the user 11employing their smartphone 40 may scan the UPID or UPC on the shoe 10 ora box storing therein the shoe 10. Alternatively, the user 11 may beprompted to carry out a “treasure hunt” using a digital camera on theirsmartphone to scan various UPIDs throughout a brick-and-mortar storeuntil they scan one that is linked to a KickID. Enabling a cryptographicdigital asset may be automatic, random, systematic, prize based, or anylogically appropriate manner.

After receiving confirmation that a cryptographic digital asset has beenauthorized at input/output block 109, the method 100 generates acryptographic digital asset for the transacted article of footwear. Thismay comprise generating a unique, encrypted asset code with an address,a token, and a public and private key pair, as denoted at predefinedprocess block 111. Host system 34 may transmit the token, with thepublic key and the owner ID, to a distributed blockchain ledger torecord and peer-validate transfer of the cryptographic digital asset tothe user 11 on a transaction block. The method 100 continues to processblock 113 to link the cryptographic digital asset with the unique ownerID code. This control logic may comprise executable instructions forassigning the encrypted asset code to the user 11 and storing the publicand private keys in the user's digital blockchain locker.

With continuing reference to FIG. 4 the method 100 proceeds to processblock 115 to produce the virtual representation or “digital art” of thecryptographic digital asset. Continuing with the footwear example ofFIG. 2, the virtual representation may include a computer-generatedavatar of the shoe 10 or a limited-edition artist rendition of the shoe10. It is also envisioned that one or more attributes of the virtualrepresentation of the cryptographic digital asset may be created, inwhole or in part, via the user 11. A machine learning function may beexecuted at predefined process block 117 in order to generate imagefeatures through a neural network. Upon completion of the digital art,the image may be uploaded to cloud computing system 36 at block 119. Inaddition, optional process block 121 may issue a digital notification,such as an email or push notification, to the user's smartphone 40,smartwatch 42, or other personal computing device, with all relatedinformation for accessing, transferring and intermingling thecryptographic digital asset. The remote host system 34 may operate as aweb server hosting a web-based graphical user interface (GUI) that isoperable to translate the data stored in the encryption keys into avisual image that is displayed to the user 11 at optional process block123. Digital asset manipulation and use may also be effectuated throughthe user's digital blockchain locker. This may comprise posting thecryptographic digital asset to an online crypto-collectible marketplacefor sale or breeding, as provided in optional process block 125.

Prospective and current owners of a cryptographic digital asset, such asthe CryptoKick of FIG. 2, may buy and sell digital assets through one ormore blockchain ledgers operating on the decentralized computing system30. By way of example, and not limitation, a user may buy a new pair ofhighly sought after sneakers from a verified vendor who may provideauthenticated provenance records for the sneakers. While the sneakersare in transit, the user may receive an email notification with detailedinstructions for unlocking a CryptoKick once the shipment arrives. Afterreceiving the shoe box containing the purchased sneakers, the user scansthe box UPC with a barcode scan feature in a sneakers app operating onthe user's smartphone. In the sneakers app, a new profile page isresponsively enabled; the sneakers app opens the new profile page. Forat least some applications, the new profile page is linked with,exported to, or initially enabled in the user's personal (NIKEPLUS®)account profile. Private and public blockchain platform keys aregenerated, genotype and phenotype data are created, this data isembedded in segments of the public key's alphanumeric code, and thevirtual representation of the CryptoKick is engendered. The CryptoKick'sblockchain data, token, etc., are assigned to the user's new address;the new profile page lists the CryptoKick the user has acquired.

A user may wish to lease, license, or assign his/her new CryptoKick toany of one or more prospective buyers. In one example, a seller (alsoreferred to herein as “transferor” or “first party”) offers to sell, anda buyer (also referred to herein as “transferee” or “second party”)agrees to buy a CryptoKick for an agreed-upon sum (e.g., three (3) ETH).The buyer may be interested to make such as purchase as the availableCryptoKick has one or more attributes (e.g., artist, body type,colorway, etc.) the buyer is looking to add to a collection. The sellermay initiate the sale process by marking a specific CryptoKick in thesneaker app as “For Sale” via a corresponding soft-key “auction” button.Sally may set a minimum bid and/or a buy now price, and provide anauction time window of a selected number of hours, days, weeks, etc. Thesneaker app may present the seller with a share modal in which he/shecan either share the auction via usual social media, or present aquick-response (QR) code for a potential buyer to scan. The buyer maythen scan the QR code using a smartphone digital camera throughoperation of a scan feature in the sneaker app, and transmit therequisite funds (e.g., 3 ETH) to the auction site. The seller's sneakersapp notifies him/her of the payment; the seller is prompted to agree toa terms of sale and finalize the transaction. The CryptoKick is thentransferred from the first party to the address of the second party.

Owners of cryptographic digital assets may wish to intermingle or“breed” their digital assets with other digital assets to create asset“offspring,” such as schematically shown in FIG. 6. A first digitalasset owner and a second digital asset owner may wish to collaborate andcrossbreed their digital assets 82, 84 in order to create a newcryptographic digital asset. The first owner may be set as a “primaryartist” if his/her digital asset has attributes desired by the secondowner. In this instance, the second owner may initiate a smart contractwith the first owner to collaborate. One or both parties may fund thecontract with physical or digital currency, e.g., to pay for thetransfer, a “collab fee” set by the breeding host site, and an optionalsiring fee for the second owner's siring services. Once both partiesagree to and sign the breeding contract, one or both parties may beprompted to select one or more traits from their “parent” digital assetto transfer to the resultant “progeny” digital asset. Alternatively, thebreeding host site may employ a breeding algorithm to build a newdigital asset from two or more preexisting digital assets.

A “Collab Science” Algorithm may be employed to determine whichcontributing cryptographic digital asset will be designated as the sire,determine which contributing cryptographic digital asset will bedesignated as the dam, and determine which code subsets from each parentasset will be employed to build the cryptographic token key for theresultant digital asset. For example, the token keys for the two parentdigital assets, DA1 and DA2, may appear as:

-   DA1:    4352635657387611432650689898388672080892866850020829309339781214-   DA2:    1997670191981520482540801616208235668515393854245661572126051434    The Collab Science algorithm may use a random number generator (RNG)    or other applicable means to generate a random number, e.g., between    0 and 65535. In accord with this example, the random number may    be 21123. Once generated, the Collab Science algorithm may convert    the resultant number 21123 to a binary code: 0101001010000011.    Concomitantly, with the first number in the binary code being zero    (0), the first parent digital asset DA1 is designated as the sire    and corresponds to all zeros in the string; with the first parent    digital asset DA1 being designated as the sire, the second parent    digital asset DA2 is automatically designated as the dam and    corresponds to all ones in the string.

Continuing with the above example, the Collab Science algorithm segmentsthe parent token keys into multi-digit code subsets or “chunks”; in thisexample, each parent token key is broken into sixteen (16) 4-digit codesubsets:

-   -   Segmented DA1: [‘4352’, ‘6356’, ‘5738’, ‘7611’, ‘4326’, ‘5068’,        ‘9898’, ‘3886’, ‘7208’, ‘0892’, ‘8668’, ‘5002’, ‘0829’, ‘3093’,        ‘3978’, ‘1214’]    -   Segmented DA2: +[‘1997’, ‘6701’, ‘9198’, ‘1520’, ‘4825’, ‘4080’,        ‘1616’, ‘2082’, ‘3566’, ‘8515’, ‘3938’, ‘5424’, ‘5661’, ‘5721’,        ‘2605’, ‘1434’]        The Collab Science algorithm then builds a new token ID for the        resultant “progeny” digital asset based on the digits in the        random number, with the sixteen chunks of the child token key        being sequentially assigned a one or a zero based on the binary        code of the above-generated random number. From this example,        the first number in the binary code version of the random number        is zero; the first parent digital asset DA1 is the designated        sire, which corresponds to zero; as a result, the first chunk in        the child token key will be copied from the first chunk of the        sire and is, thus, set to 4352. Next, the second number in the        binary code version of the random number is one; the second        parent digital asset DA2 is the designated dam, which        corresponds to one; as a result, the second chunk in the child        token key will be copied from the second chunk of the dam and        is, thus, set to 6701, and so on and so forth until all sixteen        chunks in the child token key are filled with corresponding        chunks from the parent token keys. The resultant new array for        the child digital asset DA3 will therefore look like:    -   Segmented DA3: +[‘4352’, ‘6701’, ‘5738’, ‘1520’, ‘4326’, ‘5068’,        ‘1616’, ‘3886’, ‘3566’, ‘0892’, ‘8668’, ‘5002’, ‘0829’, ‘3093’,        ‘2605’, ‘1434’]        The Collab Science algorithm produces the new token key ID from        the array as:    -   4352670157381520432650681616388635660892866850020829309326051434        The Collab Science algorithm then processes the cryptographic        digital asset, produces the virtual representation of the new        asset, and assigns the asset to the buyer's digital blockchain        locker.

It is envisioned that other techniques may be employed to determine theattributes of a progeny digital asset. For instance, a Punnett Squaremay be implemented to express the dominant and recessive traits(“genes”) from the two parent digital assets, and create probabilitiesof a trait expression in an offspring digital asset. A Punnett Square isa graphical mechanism used to calculate a mathematical probability of achild asset inheriting a specific trait from two parent assets. Theresultant array is provide by arranging the genotypes of one parentacross the top of a table and that of the other parent down one side todiscover all of the potential combinations of genotypes that can occurin a child given the genotypes of the parents. As seen in FIG. 2, thegenotype and phenotype information contained in encrypted token key 46includes the digital shoe's: breeding attributes (“collab”), materialsinformation, make data (“family”), manufacturing requirements (“heat”),color combination (“colorway”), future attributes, model data, and imagebackground information.

Epigenetic factors may result in heritable phenotype changes that do notinvolve alterations in an underlying DNA sequence. In some instances,genotypic changes in an encrypted token key may be caused by real worldand/or virtual interactions, leading to alterations of a cryptographicdigital asset's phenotypic characteristics. A gene representing highheat and rare heat could be changed from Hhrr to HHRR due to epigeneticfactors like the following: usage of real-world shoes may increase alikelihood of a genetic mutation or passing of a “good qualities”variation of genes to offspring; real world workouts, like running orsports, may increase a good gene mutation or increase speed of maturityof a progeny asset; checking into stores or other real-world criterionmay lead to positive gene mutation, passing of “good traits” tooffspring, speed up maturity; time-dependent breeding that prevents twocryptographic digital assets from crossbreeding before both assets reacha minimum age, otherwise breeding may fail or increase probability ofpassing “bad qualities” genes to progeny; unique breeding times maycause genetic mutations; frequent interactions (e.g., trading, selling,buying, and collaboration) with other assets or other apps may lead topositive gene mutation, passing of “good traits” to offspring, or speedup maturity.

As noted above, FIG. 7 schematically illustrates a method of acquiring adigital collectable that may be linked or coordinated with the sale of aphysical product. Namely, as shown in FIG. 7, the user 11 brings adevice (i.e., smart phone device 40) in proximity to a physical product200 that includes an identifier (UPID), such as a QR Code, barcode,digital image, RFID tag, NFC tag, BLUETOOTH id, registry entry in anembedded processor, or some other machine readable code. This code maythen be recognized by the phone 40 either optically, via radio frequencycommunication, or via wired data communication. Following theidentification/recognition of the UPID, the phone 40 may initiate thetransfer and/or original provisioning of a digital asset 202 linked withthat product 200 to the user's locker 204 that is in communication witha blockchain service/network 60. In an extension of this concept, thetransfer of the digital asset 202 may be further secured using a PIN,cryptographic key, access code, or the like that may be provided, forexample, on a receipt following the user's purchase of the product 200.

In one embodiment, should the user 11 acquire a CryptoKick with thepurchase of a pair of sneakers, and then subsequently return thesneakers, a smart contract associated with the CryptoKicks may unravelthe acquisition and automatically return the token and full right to theCryptoKick back to the company/retailer. In the event the purchasersold/traded the CryptoKick to a bona fide purchaser (BFP) prior toreturning the shoes, this secondary transaction may similarly beunraveled/reversed. In some embodiments, with the reversal of thissecondary transaction, the BFP may be presented with the option tore-acquire the CryptoKick from the company/retailer for a predeterminedprice (e.g., a prevailing price for the asset, at a discount to aprevailing price, at a fixed price set prior to market release, or for anominal amount). In another embodiment, the BFP of the CryptoKick mayhave the first right of refusal to acquire/purchase the retuned physicalproduct. This may be significant in the case of limited release sneakersthat are, by definition, scarce.

FIG. 8 schematically illustrates a method of acquiring a digitalcollectable such as during a promotional giveaway. As shown, the user 11may locate a virtual object 210, such as a CryptoKick, in an arena 212using an AR capability of a smart phone 40. In this example, theCryptoKick may be “hidden” in a scoreboard 214, though may be freelyrecognizable using an app on the phone that interfaces with a camera onthe phone. The app may illustrate the virtual object on a display whenthe camera recognizes a specific environmental optical pattern (i.e.,the scoreboard within the arena), and when the phone is geolocatedwithin a particular area (i.e., via GPS sensing, beacons, geofencingtechniques, wi-fi connectivity, and the like. Once located, the user 11may be prompted to scan a unique code, such as the barcode on a ticket,a unique code provided on a program or physical item (e.g., noise maker,light stick, towel) that may be placed on the user's seat prior to thegame. Once this code is scanned or entered, the phone 40 may initiatethe transfer of the digital asset 202 to the user's locker 204 that isin communication with a blockchain service/network 60.

In some embodiments, the ability to acquire the CryptoKick may beinitiated by an aspect of the game/event, rather than by locating an ARobject. Examples of such triggering events may include, for example, ashut-out (hockey/baseball), no-hitter (baseball), 50+ point individualperformance (basketball), a triple-double (basketball), a hat trick(soccer/hockey), a scoreless quarter/period/half (basketball, hockey,soccer), and overtime/extra innings. In such an embodiment, theoccurrence of the event may trigger an alert on the user's device 39,which would prompt the user to scan their ticket to facilitate thetransfer. In one embodiment, to eliminate a secondary market for ticketstubs, the app on the user's device that facilitates the notificationmay require that the scan occur within a predetermined geofence or timeof the game/event. In a further extension, the marketplace (describedabove) may further permit the user 39 to prospectively sell the unvestedright to the CryptoKick if the triggering event were to occur. Thiswould resemble the user writing and selling a tradable option to theCryptoKick that either expires worthless, or results in the optionpurchaser acquiring the CryptoKick. Similar future rights/options may beprospectively traded for the progeny of a CryptoKick.

FIGS. 9-10 schematically illustrates a video game interface 220including a display 222. The video game interface 220 and/or display 222may be integral with a user device 39 (e.g., a smart phone 40 ortablet), or may be a standalone gaming console coupled with a display222. The device 39 may generally be configured to execute a digitalapplication 224 that requires user input to control a virtual character226 within an environment 228. The character 226 may include or bedefined by a plurality of attributes 230 that may affect how thecharacter 226 behaves, responds, or performs within the environment 230,and/or how the character 226 interacts with other characters 232 thatmay be controlled by the application 224 or by other users in anetworked environment.

In one context, the character 226 may be an athlete and the environment228 may be a sporting environment. FIG. 9 illustrates such a character226 as a footballer, and the environment 228 as a football pitch withina stadium. The character's attributes 230 may include, for example,speed, ball control, passing, defense, kicking power, balance, andstamina (among others). In one embodiment, the character 226 may beoutfit/skinned with a digital collectable (e.g., an article of apparel234) that may be uniquely backed by a token on the blockchain 60. In anembodiment, the digital collectable may have been acquired in any one ofthe manners described herein. In one configuration, the application 224may access the genetic code of the digital asset on the blockchain 60via an API or other software interface 236 (i.e., an embodiment of the3^(rd) party interface 66 described above) and/or may access thephenotype expression of the object either via an integrated softwaredecoder or by accessing a networked virtual object generator 62 of thekind described above. In one configuration, one or more of theattributes 230 may be positively or negatively influenced by the geneticcode or phenotype expression of the object 234. While FIG. 9 illustratethe object as an article of apparel, it may similarly be an article offootwear, an object the character may use, a piece of sportingequipment, or the like.

Further building upon the notion of the CryptoKick as property, in oneembodiment, a user or company may rent out or lease out the use of thedigital collectable within a video game for a period of time. In oneembodiment, the leasing may be constrained so that only one instance ofa particular user's asset exists in any particular context. For example,a user may own full rights to an exclusive CryptoKick. That user mayconcurrently lease out the CryptoKick for use in Basketball Game A for 1week, Soccer Game B for 2 weeks, and 1^(st) Person Shooter Game C for 3weeks.

Another option may include programming a cryptographic digital asset asa virtual “pet” that a user cares for and helps to grow from a baby toan adult. FIG. 10, for example, illustrates a user's avatar 226 takinghis pet CryptoKicks 240 for a virtual walk and interacting with anavatar of another user 232 within an environment 228 representative of avirtual world. As mentioned above, such virtual interactions may affectthe evolution, value, rate of maturation, visual appearance,marketability, etc., of the pet CryptoKick. The attributes of thedigital asset may change with age or be unlocked over time. A user maycare for the virtual pet directly or source to a third party (e.g.,through ETH payment or transaction by other means). The virtual pet maygo through various life stages, and concomitantly unlock differentreal-life sneaker versions of itself that a user can then purchase instores.

Referring again to FIG. 9, much like the virtual pet of FIG. 10, in someembodiments, gameplay, use of the digital asset, or improvements in acharacter's level, experience, or accomplishments may operativelyalter/modify one or more genotypic and/or phenotypic attributes of thedigital asset/CryptoKick. Similarly, in some embodiments, gameplay, useof the digital asset, or improvements in a character's level,experience, or accomplishments may operatively modify the effect thatthe digital asset has on the character's ability or gameplay. Forexample, in one embodiment, achievement of a new level, tournamentvictory, global ranking above a predefined threshold, or other similaraccomplishments may modify an attribute of the CryptoKick to have adistinctive or limited availability appearance, colorway, skin, or thelike. Likewise, in some embodiments, such accomplishments may serve as amultiplier on the effects that the digital asset imparts to thecharacter.

Referring to FIG. 11, in some embodiments, the digital assets may takethe form of, or may be used in a digital collectable card game (DCCG).In such a game, each user may have a collection of digital assets, eachwith a different set, balance, or weighting of attributes/attributescores, and/or different features, abilities, or powers. In someembodiments, users may take turns playing individual cards or groups ofcards in an effort to win according to the rules set by the game.

While collectable card games, themselves, are generally well known, theuse of the presently described digital assets may provide a uniqueextension of these games. Furthermore these games may serve as anadditional use and motivation for collecting the digital assets. Byuniquely securing each digital asset to an immutable database such as ablockchain 60, each player's collection of cards and their requiredstrategy for using those cards will likely be unique also.

In such an embodiment, a game server 300 may be in communication with aplurality of different user devices 39. As with above, the user devices39 may be smartphones 40, smart watches 42, tablet computers, laptopcomputers, web enabled devices, or other such devices that are capableof networked communication with the server 300. Each user device 39 maybe linked to a separate digital locker 204, which may permit the user toaccess their securely stored digital assets from the blockchain 60. Eachasset may be represented as a separate digital card on the user'sdevice, and may have its own unique attribute set (i.e., part of thephenotype). In one embodiment, a virtual object generator 62 may be incommunication with the user devices 39 and/or the game server 300 tocreate the expression of the virtual object from the genotypicinformation associated with the token on the blockchain 60. The gameserver 300 may manage the rules of the game, including maintaining aplurality of user accounts, instructing a first user, via the user'sdevice 39, when it is time to play, and altering an attribute of asecond user's account based on the receipt of digital asset data fromthe first user. The received digital asset data may correspond to adigital asset played by the first user via the first user's device.

In one embodiment, the game server 300 may not have any storedunderstanding of a user's collection of digital assets until digitalasset data is received. As such, in this embodiment, the assetcollection for a user may be maintained solely by the user's device. Inan alternate embodiment, a user's collection of assets may be registeredwith the user's account maintained by the game server 300. In thisconfiguration, the digital asset data may simply be an indication ofwhich card in the user's account was played.

While FIG. 11 is intended to illustrate a plurality of users engaged ina DCCG, in an alternate configuration, the illustration may berepresentative of a meet-up where a plurality of users come to a commonlocation for the purpose of breeding their CryptoKicks. Such an eventmay be coordinated by a central server that is linked to user accountsin a local area. Alternatively, users may have the ability to sponsorevents and/or broadcast their own location for others to connect and/orcreate a user-initiated meet-up or invitation.

In some embodiments, the attributes of a cryptographic digital asset canbe directly related to corresponding attributes of a real-world shoe forpurposes of production. Optionally, digital asset attributes may belinked to a bill of materials for cost calculation and as a controlmechanism. Resulting offspring may be restricted to having phenotypecharacteristics that can be created in the real world based onmanufacturing capabilities, materials, and other factors. As CryptoKicksand CollaboKicks change owners due to selling, trading, buying, andcollaboration, the resultant transaction history is tracked within theblockchain. Once a CollaboKick or CryptoKick that does not currentlyexist is created in real life, previous owners/users may be notified ofsuch real-life existence and may be given an option to purchase thesneaker.

Aspects of this disclosure may be implemented, in some embodiments,through a computer-executable program of instructions, such as programmodules, generally referred to as software applications or applicationprograms executed by any of a controller or the controller variationsdescribed herein. Software may include, in non-limiting examples,routines, programs, objects, components, and data structures thatperform particular tasks or implement particular data types. Thesoftware may form an interface to allow a computer to react according toa source of input. The software may also cooperate with other codesegments to initiate a variety of tasks in response to data received inconjunction with the source of the received data. The software may bestored on any of a variety of memory media, such as CD-ROM, magneticdisk, bubble memory, and semiconductor memory (e.g., various types ofRAM or ROM).

Moreover, aspects of the present disclosure may be practiced with avariety of computer-system and computer-network configurations,including multiprocessor systems, microprocessor-based orprogrammable-consumer electronics, minicomputers, mainframe computers,and the like. In addition, aspects of the present disclosure may bepracticed in distributed-computing environments where tasks areperformed by resident and remote-processing devices that are linkedthrough a communications network. In a distributed-computingenvironment, program modules may be located in both local and remotecomputer-storage media including memory storage devices. Aspects of thepresent disclosure may therefore be implemented in connection withvarious hardware, software or a combination thereof, in a computersystem or other processing system.

Any of the methods described herein may include machine readableinstructions for execution by: (a) a processor, (b) a controller, and/or(c) any other suitable processing device. Any algorithm, software,control logic, protocol or method disclosed herein may be embodied assoftware stored on a tangible medium such as, for example, a flashmemory, a CD-ROM, a floppy disk, a hard drive, a digital versatile disk(DVD), or other memory devices. The entire algorithm, control logic,protocol, or method, and/or parts thereof, may alternatively be executedby a device other than a controller and/or embodied in firmware ordedicated hardware in an available manner (e.g., implemented by anapplication specific integrated circuit (ASIC), a programmable logicdevice (PLD), a field programmable logic device (FPLD), discrete logic,etc.). Further, although specific algorithms are described withreference to flowcharts depicted herein, many other methods forimplementing the example machine-readable instructions may alternativelybe used.

Aspects of the present disclosure have been described in detail withreference to the illustrated embodiments; those skilled in the art willrecognize, however, that many modifications may be made thereto withoutdeparting from the scope of the present disclosure. The presentdisclosure is not limited to the precise construction and compositionsdisclosed herein; any and all modifications, changes, and variationsapparent from the foregoing descriptions are within the scope of thedisclosure as defined by the appended claims. Moreover, the presentconcepts expressly include any and all combinations and subcombinationsof the preceding elements and features. Additional features may bereflected in the following clauses:

Clause 1: A method of brand promotion using cryptographic digitalassets, the method comprising: provisioning a plurality of non-fungabletokens, each registered with an immutable database or blockchain, andeach corresponding to a unique digital asset; associating each tokenwith a unique, machine readable identification code; providing eachmachine readable identification code to a different respectiveindividual from a plurality of individuals; providing software code to auser device associated with at least one of the plurality ofindividuals; wherein the user device includes a camera, a display, and alocation recognition circuit, the software code configured to: cause theuser device to discover a virtual image within a real-world environment,display a prompt, via the display, for the user to scan the machinereadable identification code upon discovery of the virtual image;recognize a machine readable identification code, and cause the tokenassociated with the machine readable identification code to betransferred to a digital locker associated with the individual or userdevice.

Clause 2: The method of clause 1, wherein the token includes genotypicinformation corresponding to one or more phenotypic expressions of avirtual object.

Clause 3: The method of any of clauses 1-2, wherein the software codecauses the user device to discover the virtual image within thereal-world environment via augmented reality.

Clause 4: The method of any of clauses 1-3, wherein the software codecauses the user device to recognize an environment according to anoptical image perceived by the camera and a location determined by thelocation recognition circuit; display the optical image on the display,overlay the displayed optical image with the virtual image at apredetermined location within the displayed environment.

Clause 5: The method of any of clauses 1-4, wherein the unique digitalasset includes a virtual object comprising a plurality of attributes,and where each attribute is determinable, at least in part, according toa portion of code associated with the token of that unique digitalasset.

Clause 6: The method of clause 5, wherein at least one of the pluralityof attributes is influenced in its expression by use of the virtualobject.

Clause 7: The method of any of clauses 1-6, wherein the locationrecognition circuit is a GPS receiver.

Clause 8: A method of brand promotion using cryptographic digitalassets, the method comprising: provisioning a plurality of non-fungabletokens, each registered with an immutable database or blockchain, andeach corresponding to a different respective physical retail productselected from a plurality of physical retail products; associating eachtoken with a unique, machine readable identification code; providing themachine readable identification code associated with a first physicalretail product to a retail purchaser of the first physical retailproduct; receiving a request from a user device associated with theretail purchaser to transfer the non-fungable token associated with thefirst physical retail product to a digital locker associated with theretail purchaser or user device, wherein the request includes a codeincluded in or derived from the machine readable identification codeassociated with the first physical retail product.

Clause 9: The method of clause 8, further comprising initiating arequest to the immutable database or blockchain to transfer thenon-fungable token associated with the first physical retail product tothe digital locker associated with the retail purchaser.

Clause 10: The method of any of clauses 8-9, further comprising:providing software code to the user device; wherein the user deviceincludes a camera, a display, and a location recognition circuit, thesoftware code configured to: cause the user device to discover a virtualimage within a real-world environment, display a prompt, via thedisplay, for the user to scan the machine readable identification codeupon discovery of the virtual image; and recognize a machine readableidentification code.

Clause 11: The method of clause 10, wherein the software code causes theuser device to recognize the machine readable identification codethrough at least one of optical recognition via the camera, RFID, NFC,or BLUETOOTH communications.

Clause 12: The method of any of clauses 8-11 wherein providing themachine readable identification code associated with a first physicalretail product to a retail purchaser of the first physical retailproduct includes at least one of: including the machine readableidentification code on a tag, label, or sticker attached to the firstretail product; printing the machine readable identification code on abox, container, or packaging material enclosing the first physicalretail product; printing the machine readable identification code on areceipt provided to the retail purchaser; printing a first portion ofthe machine readable identification code on the box, container, orpackaging material enclosing the first physical retail product, andprinting a second portion of the machine readable identification code ona receipt provided to the retail purchaser.

Clause 13: The method of clause 12, wherein the software code causes theuser device to discover the virtual image within the real-worldenvironment via augmented reality.

Clause 14: The method of any of clauses 12-13, wherein the software codecauses the user device to recognize an environment according to anoptical image perceived by the camera and a location determined by thelocation recognition circuit; display the optical image on the display,overlay the displayed optical image with the virtual image at apredetermined location within the displayed environment.

Clause 15: The method of any of clauses 8-14, wherein the token includesgenotypic information corresponding to one or more phenotypicexpressions of a virtual object.

Clause 16: The method of any of clauses 8-15, wherein the unique digitalasset includes a virtual object comprising a plurality of attributes,and where each attribute is determinable, at least in part, according toa portion of code associated with the token of that unique digitalasset.

Clause 17: The method of clause 16, wherein at least one of theplurality of attributes is influenced in its expression by use of thevirtual object.

Clause 18: A method comprising: providing a virtual object to a user,wherein the virtual object includes a plurality of attributes, andwherein each attribute of the plurality of attributes is at leastpartially derived from a code associated with a non-fungible tokenregistered to an immutable database or blockchain.

Clause 19: The method of clause 18, wherein providing the virtual objectto the user includes causing the non-fungible token to be transferred toan account associated with the user.

Clause 20: The method of clause 19, further comprising receiving valuefrom the user in consideration for causing the non-fungible token to betransferred to the account associated with the user.

Clause 21: The method of any of clauses 18-20, wherein providing thevirtual object to the user includes making the virtual object availableto the user within a video game.

Clause 22: The method of clause 21, wherein the video game includes anavatar, character, or athlete within a virtual environment, and whereinthe avatar, character, or athlete is controlled by user input receivedvia a user device.

Clause 23: The method of clause 22, wherein the virtual object is anarticle of footwear or an article of apparel.

Clause 24: The method any of clauses 22-23, wherein the avatar,character, or athlete includes a plurality of character attributes, eachhaving a respective attribute score that affects a behavior,performance, or ability of the avatar, character, or athlete within theenvironment; and wherein integration of the virtual object with theavatar, character, or athlete operatively modifies at least oneattribute score.

Clause 25: The method of clause 21, wherein the video game is a digitalcollectable card game, and wherein the virtual object is represented asa digital collectable card.

Clause 26: The method of any of clauses 21-25, further comprisingproviding an indication of the use of the virtual object within thevideo game to a remote server, and wherein the indication of use of thevirtual object is operative to alter at least one of the plurality ofattributes of the virtual object.

Clause 27: A computerized system for implementing any of the methods ofclauses 1-16.

Clause 28: A method for automating generation of cryptographic digitalassets associated with articles of footwear, each of the articles offootwear including an upper for attaching to a foot of a user and a solestructure attached to the upper for supporting thereon the foot of theuser, the method comprising: receiving, via a middleware server computerover a distributed computing network from a remote computing node, atransaction confirmation indicative of a validated transfer of anarticle of footwear from a first party to a second party; determining,via the middleware server computer from an encrypted relationaldatabase, a unique owner identification (ID) code associated with thesecond party; generating a cryptographic digital asset associated withthe article of footwear, the cryptographic digital asset including adigital shoe and a unique digital shoe ID code; linking, via themiddleware server computer, the cryptographic digital asset with theunique owner ID code; and transmitting, via the middleware servercomputer to a distributed blockchain ledger, the unique digital shoe IDcode and the unique owner ID code to record transfer of thecryptographic digital asset to the second party on a transaction block.

Clause 29: The method of clause 28, wherein the unique digital shoe IDcode includes a cryptographic token key with a code string segmentedinto a series of code subsets, wherein a first plurality of the codesubsets includes data indicative of attributes of the digital shoe.

Clause 30: The method of clause 29, wherein the first plurality of thecode subsets includes genotype and phenotype data for the digital shoe.

Clause 31: The method of any of clauses 29-30, wherein a secondplurality of the code subsets includes data indicative of attributes ofthe article of footwear.

Clause 32: The method of clause 31, wherein the second plurality of thecode subsets includes colorway, materials, manufacturing, make, and/ormodel data for the article of footwear.

Clause 33: The method of any of clauses 28-32, further comprising:responsive to receiving the transaction confirmation, transmitting anotification to the second party with information for accessing thecryptographic digital asset; and receiving, via the middleware servercomputer from a handheld personal computing device of the second party,a scanning confirmation verifying a universal product code (UPC) and/ora unique product identifier number (UPIN) corresponding to a make and amodel of the article of footwear has been scanned, wherein linking thecryptographic digital asset with the unique owner ID code is responsiveto receipt of the scanning confirmation.

Clause 34: The method of any of clauses 28-33, further comprising,responsive to receiving the transaction confirmation, transmitting anotification to the second party with a unique key with a hashed addressto a cryptographic token.

Clause 35: The method of any of clauses 28-34, further comprising:receiving a digital breeding solicitation with a request to interminglethe cryptographic digital asset with a third-party cryptographic digitalasset; and generating a progeny cryptographic digital asset with acombination of one or more features from the cryptographic digital assetand one or more features from the third-party cryptographic digitalasset.

Clause 36: The method of clause 35, wherein: the unique digital shoe IDcode includes a first cryptographic token key with a first code stringsegmented into a series of first code subsets, a first of the first codesubsets including data indicative of attributes of the digital shoe; thethird-party cryptographic digital asset includes a second cryptographictoken key with a second code string segmented into a series of secondcode subsets, a first of the second code subsets including dataindicative of attributes of a third-party digital shoe; and the progenycryptographic digital asset includes a third cryptographic token keywith a third code string segmented into a series of third code subsets,a first of the third code subsets including the data from the first ofthe first code subsets, and a second of the third code subsets includingthe data from the first of the second code subsets.

Clause 37: The method of clause 36, wherein the first of the first andthird code subsets both share a first distinct alphanumeric sequence,and wherein the first of the second code subsets and the second of thethird code subsets share a second distinct alphanumeric sequence.

Clause 38: The method of any of clauses 36-37, wherein generating theprogeny cryptographic digital asset includes applying a random numbergenerator to: designate one of the cryptographic digital asset or thethird-party cryptographic digital asset as a sire; designate another ofthe cryptographic digital asset or the third-party cryptographic digitalasset as a dam; and determine which of the third code subsetscorresponds to which of the first code subsets and which of the of thirdcode subsets correspond to which of the second code subsets.

Clause 39: The method of any of clauses 28-38, further comprising:receiving a digital transfer proposal with a request to transfer thecryptographic digital asset to a third party; determining a new uniqueowner ID code associated with the third party; linking the cryptographicdigital asset with the new unique owner ID code; and transmitting theunique digital shoe ID code and the new unique owner ID code to thedistributed blockchain ledger for recordation on a new transactionblock.

Clause 40: The method of clause 39, further comprising receiving a newtransaction confirmation indicative of a new validated transfer of thearticle of footwear from the second party to the third party.

Clause 41: The method of any of clauses 28-40, further comprisinggenerating, via the middleware server computer, a smart contractoperable to authenticate ownership and to track future transaction ofthe cryptographic digital asset.

Clause 42: The method of any of clauses 28-41, wherein the unique ownerID code is linked with a cryptocurrency wallet registered with thedistributed blockchain ledger.

Clause 43: The method of any of clauses 28-42, wherein the transactionconfirmation includes a universal product code (UPC) and/or a uniqueproduct identifier number (UPIN) corresponding to a make and a model ofthe article of footwear.

Clause 44: A decentralized computing system for automating generation ofcryptographic digital assets associated with articles of footwear, eachof the articles of footwear including an upper for attaching to a footof a user and a sole structure attached to the upper for supportingthereon the foot of the user, the decentralized computing systemcomprising: a wireless communications device configured to connect witha remote computing node over a distributed computing network; acryptographic digital asset registry storing digital shoes and uniquedigital shoe ID codes associated with multiple cryptographic digitalassets; and a middleware server computer operatively connected to thewireless communications device and the cryptographic digital assetregistry, the middleware server computer being programmed to: receive,over the distributed computing network from the remote computing node,an electronic transaction confirmation indicative of a validatedtransfer of an article of footwear from a first party to a second party;retrieve, from an encrypted relational database, a unique owneridentification (ID) code associated with the second party; generate acryptographic digital asset associated with the article of footwear, thecryptographic digital asset including a digital shoe and a uniquedigital shoe ID code; link the cryptographic digital asset with theunique owner ID code in the cryptographic digital asset registry; andtransmit the unique digital shoe ID code and the unique owner ID code toa distributed blockchain ledger to record transfer of the cryptographicdigital asset to the second party on a transaction block.

Clause 45: The decentralized computing system of clause 44, wherein theunique digital shoe ID code includes a cryptographic token key with acode string segmented into a series of code subsets, wherein a firstplurality of the code subsets includes data indicative of attributes ofthe digital shoe.

Clause 46: The decentralized computing system of clause 45, wherein asecond plurality of the code subsets includes data indicative ofattributes of the article of footwear.

Clause 47: The decentralized computing system of any of clauses 44-45,wherein the middleware server computer is further programmed to:responsive to receiving the transaction confirmation, transmit a digitalnotification to the second party with information for accessing thecryptographic digital asset; and receive, from a handheld personalcomputing device of the second party, a scanning confirmation verifyinga universal product code (UPC) and/or a unique product identifier number(UPIN) corresponding to a make and a model of the article of footwearhas been scanned, wherein linking the cryptographic digital asset withthe unique owner ID code is responsive to receipt of the scanningconfirmation.

Clause 48: The decentralized computing system of any of clauses 44-47,wherein the middleware server computer is further programmed to,responsive to receiving the transaction confirmation, transmit a digitalnotification to the second party with a unique key with a hashed addressto the cryptographic token.

Clause 49: The decentralized computing system of any of clauses 44-48,wherein the middleware server computer is further programmed to: receivea digital breeding bid from the second party with a request tointermingle the cryptographic digital asset with a third-partycryptographic digital asset; and generate a progeny cryptographicdigital asset with a combination of one or more features from thecryptographic digital asset and one or more features from thethird-party cryptographic digital asset.

Clause 50: The decentralized computing system of clause 49, wherein: theunique digital shoe ID code includes a first cryptographic token keywith a first code string segmented into a series of first code subsets,a first of the first code subsets including data indicative ofattributes of the digital shoe; the third-party cryptographic digitalasset includes a second cryptographic token key with a second codestring segmented into a series of second code subsets, a first of thesecond code subsets including data indicative of attributes of athird-party digital shoe; and the progeny cryptographic digital assetincludes a third cryptographic token key with a third code stringsegmented into a series of third code subsets, a first of the third codesubsets including the data from the first of the first code subsets, anda second of the third code subsets including the data from the first ofthe second code subsets.

Clause 51: The decentralized computing system of clause 50, whereingenerating the progeny cryptographic digital asset includes applying arandom number generator to: designate one of the cryptographic digitalasset or the third-party cryptographic digital asset as a sire;designate another of the cryptographic digital asset or the third-partycryptographic digital asset as a dam; and determine which of the ofthird code subsets correspond to the first code subsets and which of theof third code subsets correspond to the second code subsets.

Clause 52: The decentralized computing system of any of clauses 44-51,wherein the middleware server computer is further programmed to: receivea digital transfer proposal with a request to transfer the cryptographicdigital asset to a third party; determine a new unique owner ID codeassociated with the third party; link the cryptographic digital assetwith the new unique owner ID code; and record the unique digital shoe IDcode and the new unique owner ID code on a new transaction block withthe distributed blockchain ledger.

What is claimed:
 1. A method of integrating a cryptographically secureddigital asset into a digital video game application, the digital videogame application including code that, when executed, displays acharacter on a display associated with a user device, the characterbeing operably controlled by a user via the user device and including aplurality of character attributes, the method comprising: receiving adigital asset identification (ID) code, the digital asset ID codeexisting together with a unique owner ID code on a distributedblockchain ledger, the digital asset ID code including a code stringsegmented into a series of code subsets, wherein a first plurality ofthe code subsets includes data indicative of a plurality of attributesof the digital asset; providing the digital asset ID code to a virtualobject generator; receiving, from the virtual object generator, avirtual object constructed from the first plurality of the code subsetsof the unique owner ID code, the virtual object further including aplurality of object attributes; representing the virtual object on thedisplay; and modifying at least one of the character attributesaccording to at least one of the object attributes.
 2. The method ofclaim 1, wherein the virtual object is a virtual shoe or virtual articleof apparel.
 3. The method of claim 1, wherein the user is a first user,and wherein the unique owner ID code is a code of a second user.
 4. Themethod of claim 1, further comprising modifying at least one of theplurality of object attributes according to an aspect of the digitalvideo game application or accomplishment of the user or character withinthe digital video game application.
 5. The method of claim 1, furthercomprising modifying at least one of the code subsets of the digitalasset ID code according to an aspect of the digital video gameapplication or accomplishment of the user or character within thedigital video game application; and transmitting a cryptographic blockcomprising the digital asset ID code with the modified at least one codesubset to a distributed blockchain ledger to record the modification. 6.The method of claim 1, further comprising receiving a digital transferproposal with a request to transfer the cryptographic digital asset to asecond party; determining a unique owner ID code of the second party;linking the cryptographic digital asset with the unique owner ID code ofthe second party; and transmitting the unique digital asset ID code andthe unique owner ID code of the second party to the distributedblockchain ledger for recordation on a new transaction block.
 7. Themethod of claim 1, wherein the first plurality of the code subsetsincludes genotype and phenotype data for the cryptographic digitalasset.
 8. The method of claim 1, wherein at least one object attributeof the plurality of object attributes is indicative of the rarity of thecryptographic digital asset; and wherein the at least one of thecharacter attributes is modified according to the at least one objectattribute indicative of the rarity of the cryptographic digital asset.9. The method of claim 1, wherein the plurality of character attributesdefine how the character behaves, responds, or performs within anenvironment maintained by the computer or how the character interactswith other characters that are controlled by the application or by otherusers in a networked environment.
 10. The method of claim 1, wherein theat least one modified character attribute includes at least one ofcharacter speed, ball control, passing, defense, kicking power, balance,and stamina.
 11. A gaming system comprising: a display; and a processorcoupled with the display, the processor configured to execute a digitalvideo game application that receives a user input to control a virtualcharacter within an environment, wherein: the character includes aplurality of character attributes that affect how the character behaves,responds, or performs within the environment or how the characterinteracts with other characters existing within the environment; thecharacter and environment are both displayed to the user via thedisplay, and wherein the processor is further configured to: receive adigital asset identification (ID) code representative of acryptographically secured digital asset, the digital asset ID codestored together with a unique owner ID code on a distributed blockchainledger, the digital asset ID code including a code string segmented intoa series of code subsets, wherein a first plurality of the code subsetsincludes data indicative of a plurality of attributes of the digitalasset; provide the digital asset ID code to a virtual object generator;receive, from the virtual object generator, a virtual object constructedfrom the first plurality of the code subsets of the unique owner IDcode, the virtual object further including a plurality of objectattributes; display the virtual object on the display; and modify atleast one of the character attributes according to at least one of theobject attributes.
 12. The gaming system of claim 11, wherein thevirtual object is a virtual shoe or virtual article of apparel.
 13. Thegaming system of claim 11, wherein the user is a first user, and whereinthe unique owner ID code is a code of a second user.
 14. The gamingsystem of claim 11, wherein the processor is further configured tomodify at least one of the plurality of object attributes according toan aspect of the digital video game application or an accomplishment ofthe user or character within the digital video game application.
 15. Thegaming system of claim 11, wherein the processor is further configuredto modify at least one of the code subsets of the digital asset ID codeaccording to an aspect of the digital video game application oraccomplishment of the user or character within the digital video gameapplication; and transmit a cryptographic block comprising the digitalasset ID code with the modified at least one code subset to adistributed blockchain ledger to record the modification.
 16. The gamingsystem of claim 11, wherein the processor is further configured toreceive a digital transfer proposal with a request to transfer thecryptographic digital asset to a second party; determine a unique ownerID code of the second party; link the cryptographic digital asset withthe unique owner ID code of the second party; and transmit the uniquedigital asset ID code and the unique owner ID code of the second partyto the distributed blockchain ledger for recordation on a newtransaction block.
 17. The gaming system of claim 11, wherein the firstplurality of the code subsets includes genotype and phenotype data forthe cryptographic digital asset.
 18. The gaming system of claim 11,wherein at least one object attribute of the plurality of objectattributes is indicative of the rarity of the cryptographic digitalasset; and wherein the at least one of the character attributes ismodified according to the at least one object attribute indicative ofthe rarity of the cryptographic digital asset.
 19. The gaming system ofclaim 11, wherein the at least one modified character attribute includesat least one of character speed, ball control, passing, defense, kickingpower, balance, and stamina.